Strangers in a Strange Land [Mass Effect]

Kei - Koko Hekmatyar, Sofia Velmer
Name: Koko Hekmatyar
Appearance: [Main]

Virtue
Refuge in Audacity -
Danger is irrelevant; greatness happens to those who dare, through brilliance, deviousness, charisma, savvy, and any other means necessary.

Vice
By Any Means Necessary -
Save for those in the inner circle, there is no cost too great, no sacrifice too large, no atrocity too horrifying when it comes to saving people from themselves.

Pillars
World Peace -
The world has changed, but war has not, nor has the dream that all may once day live in peace, even if it is with a gun to their head.
Greater Than God - For all his omnipotence and omniscience, God had the mentality of a soldier. This is why he is unqualified to be a hero...and why others will do so in his stead.
Band of Brothers - There will always be an inner circle, a gathering of comrades, a humble friendship forged in fire and blood where all may call "home".

Infantry Combat - Trained (2)
Tactics - Professional (8)
Charisma - Professional (8)
Discernment of the Poor - Professional (8)
Negotiation - Expert (16)
Computer Science - Trained (4)
Business - Expert (16)

Sofia "Valmet" Velmer (10 + 4)
Tactics - Trained (4)
Infantry Combat - Expert (16)
Infiltration - Professional (8)

Advanced Combat Gear (Item - 18)
Weapons, armor, and equipment for Koko Hekmatyar and Sofia Velmer.

Next-Generation Assault Rifle Cache (Item - 50)
Large supply of next-generation assault rifles for military sales.

Project JD (Incomplete Blueprint - 80)
Secret project still under development.

Koko Hekmatyar (Like - 1) - (2 - Love) Sofia Velmer[/quote]
 
Kei is basically guaranteed to be on the player's list.
I was absolutely not blackmailed into this.

I have a somewhat unexpected exam on Tuesday and a lot of material to go over. Updates should resume on Tuesday evening, or Wednesday.
 
Okay, so I wanted to get an update out today, but then War Thunder pulled Mecha KV-2s out of the screaming nether. Usa can tell you how much I've been gushing about it. >.>

Update should be out tomorrow, since I don't predict any other surprises! We'll be moving onto Turn 2 as soon as Usa's current adventure is concluded. @Jemnite , this means the result of your final action will have to be retconned to "nothing of consequence happened", as I'm not willing to delay any further.
 
So I rolled for Team Polandball, and... well, it was pretty hilarious.

Usandru: Aneta being depressed and sulky
Usandru rolls 1d20 = 17
Usandru: Aneta following Monika
Usandru rolls 1d20 = 6
Usandru: Aneta being observed by people
Usandru rolls 1d20 = 4
Usandru: Aneta noticing she was noticed
Usandru rolls 1d20 = 8
Usandru: Monika somehow managing to save Aneta from herself being noticed (DC: 16)
Usandru rolls 1d20 = 10
Usandru: Aneta: "It's just a replica!"
Usandru: Asari police officer belief
Usandru rolls 1d20 = 5
Usandru: Aneta babbling desperately
Usandru rolls 1d20 = 3
Usandru: Aneta running away
Usandru rolls 1d20 = 4
Usandru: Aneta last-ditch using the cloak
Usandru rolls 1d20 = 19
Usandru: Getting away while cloaked
Usandru rolls 1d20 = 6
Usandru: Officer finding her while cloaked
Usandru rolls 1d20 = 10
Usandru: Adding a nice slather of jam to the situation (Aneta blocking reinforcements)
Usandru rolls 1d20 = 20
Usandru: Aneta tries to slip past
Usandru rolls 1d20 = 14

Usandru: Mira bluffing the Asari maidens
Usandru rolls 1d20 = 12
Usandru: The asari maidens hitting on Mira?
Usandru rolls 1d20 = 4
Usandru: The maidens being nice to Mira
Usandru rolls 1d20 = 3
"Fuck, why won't they leave?"
Usandru: Mira sticking it out
Usandru rolls 1d20 = 1
"I know! I'll keep trying to talk to them!"
"So Earth to Thessia must be quite a trip. Several days even by FTL, right?"
"WHAT THE FUCK. FTL IS IMPOSSIBLE."
Usandru: How powerful are these maidens anyway?
Usandru rolls 1d20 = 6
Usandru: How do they react?
Usandru rolls 1d20 = 1
"What."
"Uh. Oops?"
Usandru: How much do they believe?
Usandru rolls 1d20 = 15
"I'm actually dimensionally displaced."
"Woah."
Usandru: How do they react?
Usandru rolls 1d20 = 20
"SO COOL."

Usandru: Wrapup: Does Aneta's misadventure hit the media?
Usandru rolls 1d20 = 7
Usandru: How well do the two girls help Team Polandball?
Usandru rolls 1d20 = 15
Usandru: Team Polandball Adaptation to ME (Aneta, Monika, Mira)
Usandru rolls 1d20 = 14
Usandru rolls 1d20 = 8
Usandru rolls 1d20 = 5
 
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My update posts are made by transmuting 40g of copper, 25g of zinc, 15g of nickel, 5g of being almost too embarrassed to post along with 97kg of forgetful. xV

EDIT: BTW, I was lying about being embarrassed.
 
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My posting habits for these games somehow always inevitably end up being the worst.

I hope you all enjoy reading four thousand bloody words of me setting up the Rei/Asuka baseline of interaction. xV
 
I hope you all enjoy reading four thousand bloody words of me setting up the Rei/Asuka baseline of interaction. xV
Well, its two characters with well developed backstories (plus some scrub NPC :p) interacting for the first time after the ending of Eva. So, the length is to be expected?
"I-It's not like I said it for your sake or anything!" Asuka protested, face now entirely scarlet. She averted her face, looking at Rei only out of the corner of her eyes.
Ahahahaha. She said it, she actually said it.
Rei smiled and flushed slightly, squeezing Asuka's hands again, causing Asuka herself to redden.

"S-stop blushing! It's creepy..." Asuka weakly declared, squirming in place. Alternately looking at and looking away from Rei.

"...you are blushing as well." Rei said, smile growing larger.

"I-idiot! No way am I blushing about something like this! It- it's just the heat! Yeah!" Asuka said, raising her voice even as her face began resembling a tomato.
 
Update should be coming today-ish!

@Jemnite, I know I'm not exactly the paragon of posting on schedule, but for God's sake, post something.

Also, since this is canon for the game, Reiventures in Africa Australia, if anyone is curious. Replace all references to Africa with Australia, "warlord" with "Lord Humongous" and "mercenaries" or "militants" to "bandits in assless chaps":

Convoy intercept
Gettysburg Incident part 1
Gettysburg Incident part 2
Gettysburg Incident part 3
Gettysburg Incident part 4
Gettysburg Incident part 5
Gettysburg Incident - results
Gettysburg Incident - IC post
 
Hey there! Room for one more?

I've been lurking around the forums for a little bit now, and this game caught my interest, so I figured I'd go ahead and see if I could join up.

As far as characters went, I was thinking of maybe playing a group of XCOM operatives; still debating on exactly which XCOM series to go with, the original or the reboot, and also how competent I want them to be, but I suppose I'll save that for if there's actually room for me.
 
That's fine, life's been getting a little busy for myself lately too, so a slower posting rate's cool with me

As for characters... Hmm, it looks like the system's more made for single/extremely small groups of characters... I was hoping for around four or so, seeing as both XCOM games are based around squad tactics, but grabbing everything I wanna get would be hard having to spend asset points on all the characters, and their equipment, even cheap stuff, and a single powerful character generally seems to trump a group of mediocre ones. I'll have to fiddle around with number estimates and such, since there doesn't seem to be a hard ruling on point costs, but I'll try to keep it as reasonable as possible. I'll try to have the application up soon.
 
Actually... we were considering adding some rules for getting flunkies with no Virtue, Vice and Pillars and just a generalized skill set ("Soldier", "Scientist", "Pilot", "Accountant") during char gen. We didn't really do anything with it, since we weren't getting any new applications, but I think we could put something together.
 
Flunkies

Flunkies are essentially human Assets that you can acquire during character generation. They lack Virtue, Vice or Pillars and have only a generalized skillset. They're invoked like any other Asset. Flunkies are defined by Type, which declares what their generalized skillset is, Size which defines how many of them are there and finally, Skill, which declares how good they are at their job.

Type can be effectively any descriptor of what your flunkies can do - "Soldiers", "Lawyers" or "Ditchdiggers", as examples. This can serve as a modifier for the total point cost of the flunkies. After all, a group of professional lawyers is worth quite a bit more than a group of professional ditchdiggers.

Size starts at 5, and defines the base point value of your flunkies. If you want an individual, you get a regular character. Flunkies are available in increments, from 5 to 60:

5 (5) -> 10 (10) -> 15 (15) -> 20 (40) -> 60 (180)
number (point cost)

Finally, there's Skill, which follows the regular skill progression - Trainee (1), Trained (2), Professional (4), Expert (8). Skill multiplies the point cost from Size by the value in the parentheses.

Additionally, flunkies are already organized and come with their own middle-management and also have some basic equipment. The equipment may drive up their cost, in some cases.

Note that when your total number of flunkies, not just of one group, exceeds 20, all further point costs are doubled. When it exceeds 40, they're quadrupled.
 
Oh, hm... This does give me a different approach to take. I was planning on making four characters and going from there, but now I suppose I could actually open a brand new branch of XCOM or something (who absolutely will not be called Cerberus). Dammit, gonna need to think on this one.
 
You're not the only one interested in joining, Druby. :p

It's not first-come, first-serve though, so your odds of getting in are fairly decent.

Admittedly, I also wouldn't have much free time to spend on the game, but that's why the slow post rate would actually be kind of convenient.
 
Alright, well here's my attempt at an application. If you're wondering why some of the pictures seem to vary in size/quality, I tried to do my best to get all of them from the same artist, though sadly they don't seem to draw too much XCOM stuff, so I had to cut and crop most of them from other works. Anyways, tell me if I ended up screwing something up.

Name: Garrett Dalton
Appearance: Appearance
Virtue: In Control
It's hard to have to play the grown up for what's /supposed/ to be a team of highly trained special operators given the task of saving the world against an alien menace. Sadly, the other members of the team don't seem to have gotten the memo, leaving Garret with the unenviable task of trying to get everyone focused on whatever lies ahead; a job about as easy as herding a pack of house cats. Still, XCOM is nothing if not flexible, and this wouldn't be the first time Garrett's had to change job titles for the benefit of XCOM. Garret tries his best to remain level headed and cool under pressure, even when factors, both friendly and hostile, seem to plot against him.

Vice: Curiosity Killed the Cat
A drive to know things, to seek knowledge and pierce the veil of so many things secret. This would generally be considered a positive trait, if it wasn't for the fact that Garrett takes this almost to an extreme. It's one of the reasons he was reassigned to XCOM's engineering section, as he was a natural study at understanding the new theories and advancements XCOM's science team put out, while being quite eager to find real life applications of such theories. Still, now that he is in charge, he must watch his tendencies, lest he puts the rest of his team in danger or overextends what he is capable of for the sake of his natural lust for knowledge.

Pillars:
Knowledge is Power (2):
To know something is to have the power to manipulate it. Even if it cannot be stopped, preventative measures can be taken, and stop gaps implemented. Information is key, and you can never know too much. Humanity has gotten as far as it has through the power of the mind, and it will continue to do so until its last dying breath.

One for All, and All for One (1):
Stranded, not only in time but in an entirely different universe it seems, means that Garrett has little left of his home save for those that have come with him. They're all he has left now, and he'll stick through with them, thick and thin.

Humanity Will Endure (2):
XCOM has been fighting a defensive war against a greater alien threat, and by god, they just might be winning... At least, it seemed that way when Garrett last saw XCOM. Garrett is sure, no matter the threat, that humanity will not just survive, but thrive, no matter the odds. Life always finds a way.

Skills:
Infantry Combat-Trained (4)
Strategy-Trained (4)
Engineering-Professional (8)
Material Sciences-Professional (8)
-----
Name: Evelin Liesl
Appearance: Appearance
Virtue: Silver Lining
Optimism abound! No matter how bleak things get, no matter how dark the skies may seem, there's always something to look forward to, something to live for! Never give up, never say die, and don't you ever ask 'what's the point?', cause there's always a silver lining!

Vice: Dense as a Brick
Subtlety is not Evelin's strong suit... Whether it be innuendo, sneaking by an enemy patrol, or trying to glean some hidden meaning behind a carefully passed phrase, if you're asking Evelin to do any of these... You're probably all out of options at that point.

Pillars:
Hide the Hurt (2):
You're an example to everyone else, you can't let them see you in a moment of weakness. No matter how, no matter what, you hide away all of the pain, and never let out a cry for help. It just wouldn't be right otherwise.

Helping Hand (2):
There's good in everyone! Everyone deserves a chance, and maybe a helping hand is all someone needs to see that they were a good person all along.

The Answer to All Your Problems (1):
Evelin is a firm believer in the carrot and the stick method. If first the carrot doesn't work, you beat them with the stick until they're willing to listen! Brute force works when all else fails, and brute force is something that Evelin is rather talented at.

Skills:
Infantry Combat-Professional (8)
Tactics-Professional (8)
Charisma-Trained (4)
Bluff-Trained (4)
-----
Name: Isabelle Delacroix
Appearance: Appearance
Virtue: Loyalist
Isabelle owes her life to XCOM, and she is dedicated to paying them back. The others may be the the very last remnants of the organization left in this new world, but she is not going to let them simply disappear without at least one last stand. Preferably, they all live to see this to the end, but until then, she is willing to go to any extent for her allies.

Vice: Xenophobe
In a way, it's all the aliens' fault that Isabelle has suffered everything that she has gone through, and that hatred smolders quietly underneath her usually timid nature. Anything distinctly alien and non-human is generally met negatively by Isabelle, in the worst cases, with a bone crushing blast of telekinetic force.

Pillars:
The Next Step (1):
You are the next step of human evolution, you have unlocked the hidden potential locked away within man, and if all goes right, mankind will one day all hold the powers that you do as well.

Living Tool (3):
You are expendable. That is not to say that you aren't human, but you owe your life to something greater, and you put your trust in that great goal as well. You would not be afraid to lay down your life if the right person asked, hell, they might not even need to ask if the goal is great enough, and the obstacle difficult enough.

Broken Chains (1):
Everyone has dreams. Isabelle dreams of, maybe one day, where her job is done, and she no longer has her self-given burdens to carry anymore. She has no qualms with her role in the greater scheme of things, but a future where she can finally stop struggling is at least an idea she likes to entertain from time to time.

Skills:
Psionics-Professional (8)
Infantry Combat-Trained (4)
Physics-Professional (8)
Biology-Trained (4)
-----
Name: Jared Holt
Appearance: Appearance
Virtue: Immovable Object, meet...
Jared is a stubborn man, some could say that he had a will of steel. At times, he almost seems like an immovable object when it comes to getting something he wants, but considering his love of extreme speeds and nearly anything with an engine, it could perhaps be more apt to describe him as an unstoppable object.

Vice: Is that a Challenge?
Confident and self-assured, Jared is not one to let a challenge slide, particularly when it comes to something he's particularly good or passionate about. It is not only a matter of honor to him, but he also finds a great deal of enjoyment in the inherent struggle between two great foes.

Pillars:
Cavalier (2):
Jared holds a particular love for just about anything with an engine, from cars to motorcycles to jet planes. His passion bleeds over into his work, as not only does his best to ensure that whatever he is currently driving at the time works at its best, but also as he does his best to make sure that he's capable of pushing the vehicle to its limits.

Knight of the Sky (2):
You draw a sort of comparison between yourself and the knights of old. While medieval knights rode into battle on steeds of flesh and blood, you instead charge into combat in a carriage of fire and steel. You carry the same sort of honor they did, honoring your foes and refusing to harm those who are helpless.

Simple Needs (1):
Jared has long since accepted the inherent danger of his job, as there are a million-and-one ways for a jet to turn into a quickly dissipating cloud of fire and debris. As such, he's learned to enjoy the simple pleasures in life; good friends, good food, and good women. It doesn't take much to please, and there's an almost charming sort of quality to this man's easy going ways.

Skills:
Vehicle Driving-Trained (4)
Piloting-Professional (8)
Infantry Combat-Trained (4)
Charisma-Trained (4)
Mechanic-Trained (4)


Assets:
Extra Characters-30
The antidote for fifty enemies is one friend

XCOM Codex (Theory)-60
The accumulated knowledge of all that XCOM has learned, from its understanding of the elusive elerium, to its theories in energy weapons, to the codified knowledge of psionics. Admittedly, most of the knowledge is simply practical application, as true understanding behind the sciences working to create these things have been largely pushed to the wayside as the ability to use these weapons to combat the alien threat has been deemed far more important than proper scientific understanding. What little it contains is even then still rather limited in scope, as alien materials and elerium are likely non-existent here.

Psionics Capable (Item: Isabelle)-40
Isabelle is a rather talented psionics, while lacking in finesse and discipline, she makes up for it at least in raw power.

Psionic Techniques (Blueprint)-30
A document on a number of techniques and skills to which to better focus and learn to control psionic powers

Carapace Armor (Item)-5x4 -20
Carapace Armor is among the very first of XCOM's innovations against the alien menace. In scale comparison to most armors found in Mass Effect, Carapace Armor proves to be much tougher, capable of keeping its wearer alive after being hit by bolts of plasma, however it lacks the kinetic field that come standard with most combatants in Mass Effect.

Laser Rifle (Item)-5x4 -20
An advancement of modern day technologies, the laser weapons used by XCOM require no alien materials whatsoever, though they are rather expensive to produce.
 
Alright, well here's my attempt at an application. If you're wondering why some of the pictures seem to vary in size/quality, I tried to do my best to get all of them from the same artist, though sadly they don't seem to draw too much XCOM stuff, so I had to cut and crop most of them from other works. Anyways, tell me if I ended up screwing something up.

Name: Garrett Dalton
Appearance: Appearance
Virtue: In Control
It's hard to have to play the grown up for what's /supposed/ to be a team of highly trained special operators given the task of saving the world against an alien menace. Sadly, the other members of the team don't seem to have gotten the memo, leaving Garret with the unenviable task of trying to get everyone focused on whatever lies ahead; a job about as easy as herding a pack of house cats. Still, XCOM is nothing if not flexible, and this wouldn't be the first time Garrett's had to change job titles for the benefit of XCOM. Garret tries his best to remain level headed and cool under pressure, even when factors, both friendly and hostile, seem to plot against him.

Vice: Curiosity Killed the Cat
A drive to know things, to seek knowledge and pierce the veil of so many things secret. This would generally be considered a positive trait, if it wasn't for the fact that Garrett takes this almost to an extreme. It's one of the reasons he was reassigned to XCOM's engineering section, as he was a natural study at understanding the new theories and advancements XCOM's science team put out, while being quite eager to find real life applications of such theories. Still, now that he is in charge, he must watch his tendencies, lest he puts the rest of his team in danger or overextends what he is capable of for the sake of his natural lust for knowledge.

Pillars:
Knowledge is Power (2):
To know something is to have the power to manipulate it. Even if it cannot be stopped, preventative measures can be taken, and stop gaps implemented. Information is key, and you can never know too much. Humanity has gotten as far as it has through the power of the mind, and it will continue to do so until its last dying breath.

One for All, and All for One (1):
Stranded, not only in time but in an entirely different universe it seems, means that Garrett has little left of his home save for those that have come with him. They're all he has left now, and he'll stick through with them, thick and thin.

Humanity Will Endure (2):
XCOM has been fighting a defensive war against a greater alien threat, and by god, they just might be winning... At least, it seemed that way when Garrett last saw XCOM. Garrett is sure, no matter the threat, that humanity will not just survive, but thrive, no matter the odds. Life always finds a way.

Skills:
Infantry Combat-Trained (4)
Strategy-Trained (4)
Engineering-Professional (8)
Material Sciences-Professional (8)
-----
Name: Evelin Liesl
Appearance: Appearance
Virtue: Silver Lining
Optimism abound! No matter how bleak things get, no matter how dark the skies may seem, there's always something to look forward to, something to live for! Never give up, never say die, and don't you ever ask 'what's the point?', cause there's always a silver lining!

Vice: Dense as a Brick
Subtlety is not Evelin's strong suit... Whether it be innuendo, sneaking by an enemy patrol, or trying to glean some hidden meaning behind a carefully passed phrase, if you're asking Evelin to do any of these... You're probably all out of options at that point.

Pillars:
Hide the Hurt (2):
You're an example to everyone else, you can't let them see you in a moment of weakness. No matter how, no matter what, you hide away all of the pain, and never let out a cry for help. It just wouldn't be right otherwise.

Helping Hand (2):
There's good in everyone! Everyone deserves a chance, and maybe a helping hand is all someone needs to see that they were a good person all along.

The Answer to All Your Problems (1):
Evelin is a firm believer in the carrot and the stick method. If first the carrot doesn't work, you beat them with the stick until they're willing to listen! Brute force works when all else fails, and brute force is something that Evelin is rather talented at.

Skills:
Infantry Combat-Professional (8)
Tactics-Professional (8)
Charisma-Trained (4)
Bluff-Trained (4)
-----
Name: Isabelle Delacroix
Appearance: Appearance
Virtue: Loyalist
Isabelle owes her life to XCOM, and she is dedicated to paying them back. The others may be the the very last remnants of the organization left in this new world, but she is not going to let them simply disappear without at least one last stand. Preferably, they all live to see this to the end, but until then, she is willing to go to any extent for her allies.

Vice: Xenophobe
In a way, it's all the aliens' fault that Isabelle has suffered everything that she has gone through, and that hatred smolders quietly underneath her usually timid nature. Anything distinctly alien and non-human is generally met negatively by Isabelle, in the worst cases, with a bone crushing blast of telekinetic force.

Pillars:
The Next Step (1):
You are the next step of human evolution, you have unlocked the hidden potential locked away within man, and if all goes right, mankind will one day all hold the powers that you do as well.

Living Tool (3):
You are expendable. That is not to say that you aren't human, but you owe your life to something greater, and you put your trust in that great goal as well. You would not be afraid to lay down your life if the right person asked, hell, they might not even need to ask if the goal is great enough, and the obstacle difficult enough.

Broken Chains (1):
Everyone has dreams. Isabelle dreams of, maybe one day, where her job is done, and she no longer has her self-given burdens to carry anymore. She has no qualms with her role in the greater scheme of things, but a future where she can finally stop struggling is at least an idea she likes to entertain from time to time.

Skills:
Psionics-Professional (8)
Infantry Combat-Trained (4)
Physics-Professional (8)
Biology-Trained (4)
-----
Name: Jared Holt
Appearance: Appearance
Virtue: Immovable Object, meet...
Jared is a stubborn man, some could say that he had a will of steel. At times, he almost seems like an immovable object when it comes to getting something he wants, but considering his love of extreme speeds and nearly anything with an engine, it could perhaps be more apt to describe him as an unstoppable object.

Vice: Is that a Challenge?
Confident and self-assured, Jared is not one to let a challenge slide, particularly when it comes to something he's particularly good or passionate about. It is not only a matter of honor to him, but he also finds a great deal of enjoyment in the inherent struggle between two great foes.

Pillars:
Cavalier (2):
Jared holds a particular love for just about anything with an engine, from cars to motorcycles to jet planes. His passion bleeds over into his work, as not only does his best to ensure that whatever he is currently driving at the time works at its best, but also as he does his best to make sure that he's capable of pushing the vehicle to its limits.

Knight of the Sky (2):
You draw a sort of comparison between yourself and the knights of old. While medieval knights rode into battle on steeds of flesh and blood, you instead charge into combat in a carriage of fire and steel. You carry the same sort of honor they did, honoring your foes and refusing to harm those who are helpless.

Simple Needs (1):
Jared has long since accepted the inherent danger of his job, as there are a million-and-one ways for a jet to turn into a quickly dissipating cloud of fire and debris. As such, he's learned to enjoy the simple pleasures in life; good friends, good food, and good women. It doesn't take much to please, and there's an almost charming sort of quality to this man's easy going ways.

Skills:
Vehicle Driving-Trained (4)
Piloting-Professional (8)
Infantry Combat-Trained (4)
Charisma-Trained (4)
Mechanic-Trained (4)


Assets:
Extra Characters-30
The antidote for fifty enemies is one friend

XCOM Codex (Theory)-60
The accumulated knowledge of all that XCOM has learned, from its understanding of the elusive elerium, to its theories in energy weapons, to the codified knowledge of psionics. Admittedly, most of the knowledge is simply practical application, as true understanding behind the sciences working to create these things have been largely pushed to the wayside as the ability to use these weapons to combat the alien threat has been deemed far more important than proper scientific understanding. What little it contains is even then still rather limited in scope, as alien materials and elerium are likely non-existent here.

Psionics Capable (Item: Isabelle)-40
Isabelle is a rather talented psionics, while lacking in finesse and discipline, she makes up for it at least in raw power.

Psionic Techniques (Blueprint)-30
A document on a number of techniques and skills to which to better focus and learn to control psionic powers

Carapace Armor (Item)-5x4 -20
Carapace Armor is among the very first of XCOM's innovations against the alien menace. In scale comparison to most armors found in Mass Effect, Carapace Armor proves to be much tougher, capable of keeping its wearer alive after being hit by bolts of plasma, however it lacks the kinetic field that come standard with most combatants in Mass Effect.

Laser Rifle (Item)-5x4 -20
An advancement of modern day technologies, the laser weapons used by XCOM require no alien materials whatsoever, though they are rather expensive to produce.
Overall, I'm liking this. Most of the costs are fine, except for Carapace Armor, which I'd knock down to 3, and, well...

XCOM Codex (Theory)-60
The accumulated knowledge of all that XCOM has learned, from its understanding of the elusive elerium, to its theories in energy weapons, to the codified knowledge of psionics. Admittedly, most of the knowledge is simply practical application, as true understanding behind the sciences working to create these things have been largely pushed to the wayside as the ability to use these weapons to combat the alien threat has been deemed far more important than proper scientific understanding. What little it contains is even then still rather limited in scope, as alien materials and elerium are likely non-existent here.

...while I see where you're going with this, I have to say no. This is just far too broad.

That's about it for the equipment. Your Virtue/Vice/Pillars need a bit reworking. For example, "In Control" doesn't really work as a Virtue. Vice and Virtue are basically "you do something in accordance with them which is a bad idea", and I'm not sure what kind of a bad decision would it drive Garrett to make. Same with "Silver Lining", possibly "Dense as a Brick".
 
IMO "Immovable Object, meet..." is also a bit hard to pin down. A suggestion would be to make up hypothetical scenarios where the Virtues/Vices would trigger, and see how easy the condition is to satisfy.

For unpacking the Codex into more useful Assets, might I suggest Laser Weapons as either Blueprint or Theory along with the Hover components for armour - both relatively simple techs that are nonetheless valuable in the context of Mass Effect - and "Psi-Development" as a Theory or Blueprint for making more psionic humans. I'd make that your "capstone" Asset, which you can turn plans, schemes and all kinds of interesting things on. There's a ton of narrative gold in something like that, especially since it requires power, influence and resources to use.

So something like...
Laser Weapons (Theory) - 10
Infantry-scale Hover System (Theory) - 10
Psionics Development (Theory) - 40ish
 
@Daraken

...so, I'm trying something a bit different, here. A (mostly) non-fighty investigation plot with a time limit is something which I haven't tried before and will hopefully end up at least somewhat interesting and not tedious and boring >_>

Each action will have a time cost involved, but you can apply any Assets to it that you think would be helpful.

Also, next update may have options such as "get some sleep" and "eat some stims to stay awake" :p
 
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